Feat: added compile error output for shaders and implementet first ray

march
This commit is contained in:
2025-08-26 09:38:05 +02:00
parent 4ccf3b4b0d
commit c87d5ddbc5
3 changed files with 50 additions and 6 deletions

View File

@@ -14,7 +14,7 @@ const char *fragmentShaderSource =
/*void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
glViewport(0, 0, wdth, height);
}*/
void processInput(GLFWwindow *window)
@@ -37,6 +37,23 @@ unsigned int compFragmentShader() {
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
GLint isCompiled = 0;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
//std::vector<GLchar> errorLog(maxLength);
char * errorLog = new char[maxLength]();
glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, errorLog);
printf("\nFrag Log: %s\n",errorLog);
}
return fragmentShader;
}